Esempio n. 1
0
        //弹出一个面板
        private void ShowManualActionList()
        {
            if (manualBattleUnitRenderer == null)
            {
                return;
            }

            BattleUnit battleUnit = manualBattleUnitRenderer.battleUnit;

            if (battleUnit == null)
            {
                UtilityHelper.LogError("Show manual asction list error : Battle unit is none.");
                return;
            }

            //判断可操作状态
            if (battleUnit.CheckManualState(ManualActionState.Move) || battleUnit.CheckManualState(ManualActionState.Skill))
            {
                UIViewManager.Instance.HideViews(UIViewLayer.Popup);

                UIViewManager.Instance.ShowView(UIViewName.BattleFieldPlayerActOption,
                                                battleUnit,
                                                (UnityEngine.Events.UnityAction)BeforeManualMove,
                                                (UnityEngine.Events.UnityAction)BeforeManualSkill,
                                                (UnityEngine.Events.UnityAction)ManualOperationComplete);
            }
            else
            {
                manualBattleUnitRenderer = null;
                UIViewManager.Instance.HideView(UIViewName.BattleFieldPlayerActOption);
            }
        }
Esempio n. 2
0
        //弹出一个面板
        private void ShowManualActionList()
        {
            if (manualBattleUnitRenderer == null)
            {
                return;
            }

            BattleUnit battleUnit = manualBattleUnitRenderer.battleUnit;

            if (battleUnit == null)
            {
                UtilityHelper.LogError("Show manual asction list error : Battle unit is none.");
                return;
            }

            //判断可操作状态
            if (battleUnit.CheckManualState(ManualActionState.Move) || battleUnit.CheckManualState(ManualActionState.Skill))
            {
                activeManualList = true;
            }
            else
            {
                //这个可操作单位不能操作...
                activeManualList         = false;
                manualBattleUnitRenderer = null;
            }
        }
Esempio n. 3
0
        public override void OnShow()
        {
            base.OnShow();

            if (battleUnit == null)
            {
                UtilityHelper.LogError("Show view error: UIViewBattleFieldPlayerActOption");
                Close();
                return;
            }
            //设置位置
            var anchoredPosition = UIViewManager.Instance.ConvertWorldPositionToRootCanvasPosition(battleUnit.mapGrid.localPosition);
            var relativePos      = UIViewManager.Instance.GetRelativePosition(anchoredPosition);

            rtOptionLayout.ResetPivot(relativePos, 0f, 0f);
            rtOptionLayout.anchoredPosition = anchoredPosition;

            //设置按钮
            btnMove.gameObject.SetActive(battleUnit.CheckManualState(ManualActionState.Move));

            //初始时隐藏技能节点
            HideSkillNode();
            HideItemNode();

            //设置道具按钮的状态
            UpdateItemBtnState();
        }
Esempio n. 4
0
        public override void OnShow()
        {
            base.OnShow();

            if (battleUnit == null)
            {
                UtilityHelper.LogError("Show view error: UIViewBattleFieldPlayerActOption");
                Close();
                return;
            }
            //设置位置
            rtBase.anchoredPosition = UIViewManager.Instance.ConvertWorldPositionToRootCanvasPosition(battleUnit.mapGrid.localPosition);

            //设置按钮
            btnMove.gameObject.SetActive(battleUnit.CheckManualState(ManualActionState.Move));

            //绑定回调
            btnMove.onClick.AddListener(moveCallback);
            btnAttack.onClick.AddListener(attackCallback);
            btnStay.onClick.AddListener(stayCallback);
        }